Well to humor everyone, in one of Albert's post, though ill-advised, we can control 2 characters so I'll make an additional character. I'll be thinking about the profile on my spare time.

From our noms discussion leading to the RP resurrection, we wouldn't actually care about the old RP rules. Everything is a free-for-all world-creation fest.That would mean no limits to number of characters. We may post on the RP, we may not. You may create a character you're never going to play. Heck, you can make things other than characters, so long as they fit the world.

You're thinking too much about the actual "game". There isn't any. We're just aiming to have an outlet for creativity. Unless you absolutely love your previous characters, there's no reason to not make another dozen.

Splendor is a large planet, and the eons of Human and Splendor civilizations that have risen and fallen all throughout its continents have left a great many places ripe for exploration, archaeology, and treasure-hunting. Such is the job of the Wayfarers - mavericks who take on the lost frontiers of Splendor hunting for lost artifacts, forgotten knowledge, and ancient treasures. Strong of body and sharp of mind, these explorers continuously roam the lands of Splendor, searching for what they call the "True History".

Alice is the daughter of the late Charles Dodgson, famous Wayfarer. Charles was one of the members of the party of Wayfarers who managed to fight their way into the Grandiuz Temple, wherein they learned about Eleutheria. Charles spent the rest of his life trying to find it, and in fact disappeared on an expedition to Magnifica when Alice was 15 years old.

Alice has spent the past 10 years training as a Wayfarer under her father's friends and companions and preparing herself. Now, they have finally deemed her ready. She will go to Magnifica, find out the truth to her father's disappearance, and complete her father's dream of finding Eleutheria.

Quote: "They say that finding Eleutheria is impossible. Lucky that my father taught me to believe in as many as six impossible things before breakfast."

Weapons (Max of 3, with one as primary):

C3-P352 Multipurpose Chain-Blade "Vorpal"

Alice's main weapon. Doubles as a chainsaw for clear-cutting through jungle foliage, fallen trees, and the occasional mutant. Chain is powered by solar-cell batteries located in hilt. Has twenty minutes of running time before motor/chain overheats and needs to be cooled down for ten minutes.

Dual Drill Revolvers "Flamingo"

Alice's secondary weapon. Eight chambers. Fires a drill bit. Can be set to fire as is, or to spin drill bit prior to firing for additional penetrative power. A high-tensile line can be attached to the drill bit. Can activate lock mechanism for use as standard power drill. Useful for climbing up rock cliffs, punching holes through armor, and poking someone's eye out. Painted bright pink for some reason. Comes with 1 box of grapple drill bits, 2 boxes of piercing drill bits, and 200 ft. of high-tensile line.

Sniper Rifle "The Red Queen"

Alice's long-ranged weapon. She primarily uses this for the attached high-powered telescopic sight. When necessary, however, she can use this to fire very-high caliber sniper rounds, powerful enough to blow off a person's limb or head upon impact. She rarely does so for two very important reasons: one, she is not the most accurate of people, and two, the ammunition is rare and VERY expensive. Each magazine contains five shots. Alice has 4 magazines.

Equipment:

Quadrupedal Clockwork Mount - Model "Bandersnatch"

The uneven and treacherous terrain of Splendor makes using wheeled vehicles almost useless. This solar cell-powered mount, modeled after a large, four-legged feline, can traverse the way to Magnifica better than any four-wheeled monstrosity.

Hatter Brand Take-Anywhere Tea Set

Solar-powered boiler, indestructible teapot and cups, loose-leaf strainer. Because even when you're in the middle of a jungle with mutants baying for your blood, there's always time for a nice cup of Earl Grey. Also includes 400 packets of tea.

Protective eyewear. Tinted to reduce glare, has "night vision" mode (activate two high-powered mini-sun lamps attached to side of goggles. requires goggles to be plugged in to solar-cell pack). Prolonged use results in wearer temporarily losing ability to gauge his/her size in relation to surroundings, giving the feeling that he/she is shrinking/growing.

Specialties/Skills:

Wayfarer - After training with the best Wayfarers for the past 10 years, Alice has a plethora of skills and abilities, including but not limited to: navigation, archaeology, engineering and mechanics, survival skills, combat and self-defense, basic first-aid, horseback riding, banking and finance, and how to make the perfect cup of tea. She prides herself on being exceptionally good at that last one.

you might want to remove nightvision, because that requires portable battery (like AA batteries) and fiber-optic technology (too advanced for steampunkery)I researched that for my first character's Goggles

Marisa was born to an average family in a small town somewhere in the middle of nowhere. She always had an immense thirst for knowledge, which sometimes urges her to leave the comfort of town for research. At age 16, she waved goodbye to her family to pursue alchemy in another town. Marisa's natural gifts and limitless imagination made her surpass her master in just 3 years, wherein most people could only manage "expert" level in 10.Another round of goodbyes, and Marisa is now on a journey to find the most exotic of ingredients and the most powerful reagents. The place, Magnifica, sounded very promising. She's now living the alchemist's dream — a destiny to concoct a Panacea and to create a Philosopher's Stone.

Weapons:

Alchemist Staffcannon First: "Hakkero"

A staff made by Marisa herself after learning brass-smithing from her father before she left home (it took 8 months to make). It takes vials of different substances, and shoots them out using different settings. There are at least 5 different settings for the staff — Spray, Mist, Bomb, Bullet and Jet — with Marisa sometimes adding more to fit her needs. Because brass is somewhat soft, she reinforced its structure with various substances which also helped it become non-reactant to any chemical. She calls it "Hakkero" which means "Reactor" in ancient alchemy text. Can of course be wielded as a melee weapon.

Alchemist Staffcannon Second: "Master Spark"

The staff can to collect charge from both static electricity or a direct bolt. The charge is stored in powerful electrolytes in the staff's orb. The second mode allows Marisa to discharge the collected electricity in a bolt of man-made lightning. The power depends on how much electricity is currently in store, but Marisa can control how much to release for different purposes.Can be used as a torch in the dark by using electrophosphorescent substances.Usually used as a bug zapper. Marisa hates bugs.

Alchemist Staffcannon Third: "Dragon Meteor"

The staff's third mode is a combination of the first two modes. By utilizing the electricity stored in the staff, substances can be fired at a much higher velocity at a higher rate of fire. Ionic substances can also be charged with electricity when the staffcannon is fired.

Note: This is just a single weapon with different "modes". The staff doesn't actually transform, Marisa is just chuunibyou. Modes listed here are mainly used as weapons.

Equipment:

Vial Pouch (2)

A pouch containing vials of different substances for quick use. Can contain up to 15 vials.

Utility Bag

A bag containing alchemy supplies like strainers, filters, a weighing scale, etc. Also contains girly hygiene stuff because Marisa doesn't like being dirty. Marisa's custom soap and shampoo was made using substances with extremely low reactivity and electric conductivity, so as long as she bathes regularly, she won't get electrocuted by her charged staff or get chemical nastiness on her fair, supple skin. She also uses this soap to wash her laundry.

Goggles

Non-reactant, easy to clean and fashionable."Always wear eye protection while playing experimenting with chemicals!" -Marisa

Alchemist Staffcannon Fourth: "Millisecond Pulsar"

The staff's fourth mode sucks up sand and uses its stored electricity to create high temperatures inside its shaft. This makes liquid glass which is then pressed into a vial shape and cooled before being released from the staff."Damn, this thing is handy ~ze. I'm a genius." -Marisa

Alchemist Staffcannon Fifth: "Blazing Star"

The staff's head can be used as a combustion or electrolysis chamber, using stored electricity as an ignition source. Used for making chemicals that require heat, light and/or electricity."Did you know that you can make water by burning hydrogen? Damn, I'm a genius." -Marisa

Specialties/Skills:

Marisa is an extremely skilled master alchemist with near-perfect memory. She can remember what reacts with what and all possible combinations of a chemical. Although she's not the athletic type, she's quite agile and will sometimes drink handmade drugs to enhance her abilities (usually caffeine). Years of playing experimenting with chemicals without the use of a fume hood made her very resistant to substances that are harmful to other organisms. She's also skilled at brass-smithing although she doesn't like the greasy practice. She loves science, and has read all the science books she could find. Her intelligence is at genius level. Marisa is also charismatic and makes friends easily.